///@brief abstract pointing device. As we deal with touchscreen too, we only handle one button, to enforce the designer to
///take touchscreen into consideration

class BZK_DevMouse:public BZK_DeviceInput
{
 public:
  ///@brief position of the last tap or click.
  BZK_Vec2f iLastClick;
//----------------------------------------------------------------------------------------------
  BZK_DevMouse()
    {
      iLastClick.SetX(0);
      iLastClick.SetY(0);
    }
//----------------------------------------------------------------------------------------------
 virtual bool FilterEvents(SDL_MouseButtonEvent &aEvent)
    { 	
      int x,y;
      x=aEvent.x;
      y=aEvent.y;
      iLastClick.SetX(BZK_FastMath::Int32toFix32(x));
      iLastClick.SetY(BZK_FastMath::Int32toFix32(y));
      
    }
 //----------------------------------------------------------------------------------------------
};
